[osg-users] 回复: Re: multi translucent geometry
Rick Pingry
rick at fringe-online.com
Tue Jul 15 08:07:38 PDT 2008
Thanks for the advice. I will look into both of those options, I think they
will help. Here is a picture of what I am working with so far. It only
happens at certain angles so mostly it looks pretty good. I know all of
these transparent images on top of each other seem to hit my framerate
pretty good. Someday I would like to try out a shader and see if that helps
with all kinds of flares and light bloom effects and such (space games
are all about those kinds of effects).
2008/7/14 Peter Wraae Marino <osghelp at gmail.com>:
> Hi Rick,
>
> I agree with Paul.
>
> Turn off your z-buffer. If this effect is for thrusters then you should
> perhaps look into additive blending
> instead and this should create a better effect.. the more thrusters the
> brighter the become.
>
> A screenshot of your problem would help a lot (if possible).
>
> regards,
> Peter
> http://osghelp.com
>
>
> 2008/7/14 Paul Speed <pspeed at progeeks.com>:
>
> I'm no expert in this area but have had to do some pretty weird things
>> in the past to get transparency working right for some odd scenes...
>>
>> One thing you might try is to disable z-buffer writes (not tests) for
>> the flares. Depending on your blending, this can add other types of
>> artifacts but I think in your case they will be very subtle... versus
>> the z-fighting you are seeing. (You will obviously want them to be
>> drawn last just like normal transparency.)
>>
>> Just an idea...
>> -Paul
>>
>> Rick Pingry wrote:
>> > That reminds me of an issue I have not resloved yet. Our space ships
>> > have thruster engines and I use an image map with transparency and point
>> > it back at the camera to make a pretty glow around it. (First off, is
>> > this the best way to do it? I have thought that perhaps a shader would
>> > work better, but I have not had a chance to learn about how to write
>> > shaders yet. So much to learn, so little time).
>> >
>> > Anyway, In some ships there are banks of engines, and it is pretty easy
>> > to get the problem where these transparent images intersect with each
>> > other, and you get depth sorting issues that way. I did work out a way
>> > to make these "engine flare images" point, rather than right at the
>> > camera, all along parallel lines with the camera's line of sight, and
>> > that helped tremendously, but you can still get in positions where the
>> > images happen to line up along the same depth, and you see some funky
>> > tearing and the like due to depth fighting. Is there a way to handle
>> > this better? Should I try to apply other bins to the different engines?
>> > What are the rules wrt that? It sounds like I need to read up on the
>> > glDepth and osg::Depth. Any other recommendations? I was running into
>> > problems rendering planet halos too. Should the halo be in front of the
>> > planet or behind it? probably the same kind of thing going on.
>> >
>> > Regards,
>> > -- Rick
>> >
>> > 2008/7/13 小 杨 <ygwbjut at yahoo.com.cn <mailto:ygwbjut at yahoo.com.cn>>:
>> >
>> > Thanks! I'll try it!
>> >
>> > */Peter Wraae Marino <osghelp at gmail.com
>> > <mailto:osghelp at gmail.com>>/* 写道:
>> >
>> > Hi ?? (can't see your name),
>> >
>> > Are you sure zbuffer isn't falling for your 2nd geometry object?
>> > Also
>> > having equal depths is probably not a good idea? You need to
>> > render your
>> > objects from back to front order.
>> >
>> > When you have transparent objects you should set the stateset
>> > stateset->setRenderBinDetails(10,"DepthSortedBin");
>> > this will render the objects from back to front order...
>> > but note they will not sort the polygons for the individual
>> > geometry.
>> >
>> >
>> >
>> >
>> > 2008/7/13 小 杨 <ygwbjut at yahoo.com.cn
>> > <mailto:ygwbjut at yahoo.com.cn>>:
>> >
>> > multi translucent geometry with equal depth but alpha
>> > value is not equal.
>> >
>> > when i render these geometry ,i can not see all geometry!
>> Why ?
>> >
>> > Can everyone give me some advice!
>> >
>> > Thanks!
>> >
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>> >
>> >
>> > --
>> > Regards,
>> > Peter Wraae Marino
>> >
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>> >
>> > --
>> > >> Rick
>> > Check us out at http://fringe-online.com/
>> >
>> >
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>
>
>
> --
> Regards,
> Peter Wraae Marino
>
> www.osghelp.com - OpenSceneGraph support site
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>
--
>> Rick
Check us out at http://fringe-online.com/
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